Thursday, August 23, 2007

I'm a married man

The wedding went off just fine on Saturday August 18. Oh, there were a few minor glitches, and it was a lot of work to get there, but yea!

The ceremony was wonderfull. Saranna and I worked together to create it using pieces from a packet our church (First Unitarian Church of Portland Oregon) provided us. The ceremony was relatively traditional, though we didn't use traditional music. Most of us marched down the aisle to Ode to Joy, while Saranna came down (escorted by her dad) to Tis a Gift to be Simple. Saranna's mom and dad even managed to collaborate and decided they would say "we do" together when the minister said: "Who gives this woman to be married to this man?"

Our simple three paragraph "introduction" seemed to take an eternity. So did Saranna's sister's music. We also hadn't rehearsed holding hands so there was an awkward moment for Saranna. Oh, and we were sweating (at least it was easy to put the rings on).

I was surpised I actually was able to pay attention to the crowd a bit and saw some tears. There was also one baby cry, but the dad (one of Saranna's cousins) stood up with the baby and stood by the side door and the baby quited down immediately.

The reception was wonderful and we actually had a chance to eat a plate of food each, and even went back for seconds (just on one shared plate to make wandering around and chatting with folks easier). We even got to eat cake! They also packed us a bunch of food and cake which we enjoyed in the hotel room that night (after a bit of pannic when we realized it was still on the front seat of the maid of honor's car and she was on her way to Corvallis (she turned around and brought it back to us).

Sunday and Monday we had a chance to spend some (but not too much) time with family. We even had a chance to go out to dinner last night with my best man Ken and his sister. Now everyone is home or on their way home. We leave tomorrow morning for our honeymoon, 2 nights in Seattle and then up to Victoria BC for 8 nights.

Thursday, December 07, 2006

I'm Engaged!!!

On Tuesday, December 5, 2006, I proposed to my beloved Saranna and she accepted!

For those who like gushy details:

We had been discussing marriage for some time, and had finally decided to get engaged. The original plan was to have a nice evening Wednesday, however, Tuesday morning, the stars aligned just right. I proposed in our bedroom, with Saranna sitting on the bed and me kneeling on the floor (oh how cute! they say...).

Wednesday, we went out to Jakes Famous Crawfish in Portland Oregon for a celebratory dinner.

Wedding plans are yet to be made, however, the thought is August 2007 in Portland, with the cermony in the Salmon St. Sanctuary of the First Unitarian Church.

I first met Saranna in August of 1999 when I travelled to the Pacific Northwest to attend a Continental Unitarian Universalist Young Adult conference. When I moved to the Portland area in 2002, Saranna was one of the familiar faces when I started attending the First Unitarian Church. We started dating shortly after a mutual friend's birthday party at a park where we took a nice walk together.

For those wondering, Saranna is into neither gaming nor LEGO, though she is totally supportive of both my hobbies (though she has made a reasonable request that the LEGO be contained so as to leave room for her and probable future little ones).

Frank

Wednesday, October 18, 2006

My Roleplaying Summary

Copying Vincent's idea...

Broken down into major periods of life, that don't exactly conform to shifts in my gaming philosophy...

My formal role playing history started in fall of 1977 at my friend's birthday party (I was a freshmen in high school):
  • We got introduced to the game with Holmes Basic D&D (the very first version of said game - which is different from later Basic D&Ds)
  • My friend got Chivalry and Sorcery for Christmas, I made efforts over the years to run this (and wore out my friends book in the process)
  • Somewhere in there we got the Original D&D boxed set plus supplements, some time later I got my own set
  • I got the AD&D Players Handbook for Christmas in 1978 and we started playing AD&D (well sort of, because of course we didn't have the DMG yet...)
  • Somewhere in there, I started fiddling with Traveler
  • Somewhere in there, I bought RuneQuest (1st edition) and fiddled with it
  • Tried Boot Hill and dismissed it
  • Ran some Top Secret
  • Ran some Bunnies and Burrows
Attended a MIT Strategic Games Society Summer Con (probably 1978, or maybe it was Winter Con 1979 - but I vaguely remember warm weather), ran AD&D for 16! players
  • Shortly thereafter, I started gaming with the MITSGS, and started what is probably my longest campaign (it would last until I went off to college in fall of 1981), probably really started in late 1979 though with the way people ran games at MIT with PCs being exchanged between different GMs campaigns, it's hard to nail down when it really started)
  • Ran games with various other game systems that I can't really remember
  • Played in a few different D&D games
  • Ran some RuneQuest
Then I went to college (Rensselaer Polytechnic Institute)
  • Continued running AD&D my freshman and sophomore years
  • Somewhere in here, in the summer, ran RuneQuest in space at MIT, switched to Traveler after a few sessions, said Traveler campaign after a total shift in players would run once or twice a year through 1986 or 1987 or so, or maybe as late as 1989)
  • Tried to run RuneQuest, it flopped badly
  • Played in a few Cold Iron campaigns
  • Started running my first Cold Iron campaign (in Harn) in fall of 1983, this campaign would mostly peter out by fall of 1985, though I ran a couple bits with one player in fall of 1986)
  • Ran Chivalry and Sorcery again (for a session or two)
  • Probably ran a few other random games
  • Ran Champions for a while
  • Ran Justice Inc. and Espionage for a session or two each
Then I continued with graduate school at RPI
  • Started running Fantasy Hero in fall of 1985, this campaign would end up migrating to Cold iron, and finally AD&D by the end of the school year (with a one or two session interlude with an obscure home-brew system I can't recall the name of - have to check at home tonight), campaign ended late spring of 1987
  • Started work on my own game system, originally called Now for Something Completely Different, originally derived from the Gazis experience system for Traveler, later bolstered by ideas from GURPS (and later called Yet Another Generic Game System in honor of GURPS), played a session or two
  • Played a few sessions of D&D
  • Started a new Cold Iron campaign spring 1988 (in Blackmoor), this campaign would last until I mostly finished grad school at the end of the summer of 1989
  • Ran some Top Secret SI and Traveler as breaks to that Cold Iron campaign
Then I was done and started job hunting
  • Started game design on YAGGS in earnest in fall and spring of 1989
  • Played in a GURPS Supers campaign
Moved to North Carolina in April of 1990
  • Ran YAGGS, RuneQuest, and GURPS Supers with NC State game club
  • Ran Everway
  • Tried YAGGS again with caver friends
  • Played in a demo of 7th Sea
  • Ran a session each of 7th Sea and Deadlands with a caver friend
  • Ran a disastrous RPGA Deadlands module at Trinocon
  • Ran GURPS using YAGGS magic system (2 sessions)
  • Ran Evil Stevie's Pirate Game for the first time at BrickFest 2000, would continue running this at conventions (LEGO and game) through 2004
Moved to Oregon March 2002
  • Ran GURPS in Talislanta using YAGGS magic system (collapsed after 1 or 2 sessions)
  • Ran Cold Iron in Talislanta
  • Started Arcana Unearthed campaign in fall of 2003
  • Ran demos of Cold Iron, Fudge, and RuneQuest summer of 2004 after AU campaign died
  • Played one Fudge session (disastrous)
Took a break fall of 2004 while I bought a house, moved, and settled in
  • Started Cold Iron Tekumel in spring of 2005 which died after a few sessions
  • Started Arcana Evolved campaign in Wilderlands of High Fantasy setting in spring of 2005
  • Ended AE campaign and started Cold Iron Blackmoor campaign fall 2005
  • Ended Cold Iron campaign spring 2006
  • Spent five painful sessions of chargen and almost play of Burning Wheel
  • Started RuneQuest campaign late spring 2006
  • Ran a Dogs in the Vinyard demo
  • Ended RQ in late summer
  • Ran two sessions (didn't even finish town) of DitV
  • Started Arcana Evolved campaign in Ptolus fall 2006
  • Started dating Saranna
  • Ended the Arcana Evolved campaign in spring of 2007, ran a couple sessions of house ruled AD&D
  • Dropped out of gaming other than forum/blog involvement as wedding plans with Saranna progressed. I am slowly working on starting an OD&D campaign.
Largely in part due to haze of time, the high school period (and first couple years of college) is very hazy (though I could dig through my collection of articles saved from the Wild Hunt APA and probably pin a few dates down). The high school era was definitely characterized by a lot of experiments in different games, though eventually a solid campaign settled down at MIT (though still with breaks for other games). I'm sure I've left out short-lived games here and there throughout the time (at least until 2002). Some game experimentation involved nothing more than spending a few hours with a couple other players creating PCs for a game, then never actually playing. I often got complaints for trying "the game of the week" though I have mostly settled down now.

Frank

Tuesday, September 19, 2006

A new campaign launch

I'm out of my gaming funk. One player from my previous campaigns joined me this evening and we talked about what we want out of a game. Here's the recruitment posting I've sent out (if you happen to be in the Portland Oregon area and this sounds interesting, let me know, I also welcome any general thoughts on this):

I will be starting a new Arcana Evolved (alternate D&D/D20) campaign using Monte Cook's Ptolus city setting as a base of operations. I am looking for three additional players for a total of four.

My campaign style is old school (70s and 80s), episodic, mostly modules, lots of combat, no long involved story lines. With the city setting, I expect there will be some wheeling and dealing within the city, but the focus will be on what D&D does best - dungeon adventuring and combat. Since I like some variety, some adventures will occur outside the city.

Plan is to start with 3rd or 4th level characters with a standard 25 point build. I expect most characters to be Arcana Evolved races and classes, however, there is room for a few things (especially dwarves and rogues, as well as Monte's alternate bard from Complete Eldritch Wizardry). I am hoping to keep the number of supplements to a minimum and will ask players to provide a short summary of any additional books (even AE supplements) they wish to use and how the book will benefit the campaign beyond just your PC.
I will consider the appropriateness of prestige classes to the setting. In general, I don't like level adjusted races, by LA +1 or +2 may be acceptable (optionally, if you can present a nice set of racial and evolved levels that allow the race to be LA +0 that would be awesomely cool).

In order to keep my sanity, here are some additional expectations of the
campaign:

- I would prefer not to have Magisters due to the tendency they have of overwhelming combats.

- The campaign will probably end around 10th level or so (unless it ends for other reasons sooner). This is due to a combination of the effects of high level casters, and the increased prep time.

- I will be working on slowing the XP rate somewhat, I would like to see PCs gain a level every four sessions, three as the fastest. I will be doing some things to tone down treasure appropriately.

Games will run every Tuesday evening (6:00ish to 10:30ish) at my smoke free home in Beaverton. There is some flexibility for Monday or Wednesday, but Tuesday is ideal, there is also some flexibility with start and end time, but I prefer to get in four solid hours of gaming. Please be honest with your schedule, we will break for the Christmas holidays (for two or three weeks), otherwise I hope to run every week with players making most of the sessions. My target for the first session is October 2nd. We will talk about group expectations and create PCs the first session.

The player I already have and I are available September 26 for a meet and greet. In general, I prefer to meet with players before they join the campaign. At a minimum, I would like to exchange a few e-mails or chat on the phone.

I will be happy to share additional thoughts about the campaign.

Frank

Tuesday, September 05, 2006

Burned out on gaming

I never quite thought I'd get here... I'm realizing I'm just plain burned out on gaming. Over the past few years there have been some glimmers of worthwhile gaming, and lots of teeth gnashing. This past weekend, other than sort of lame forum and blog following, I've been divorced from gaming. I've been really looking forward to the time I spend in the LEGO room.

One problem is finding enough variety. After a stint of relatively successefull gamist Arcana Evolved (Monte Cook's alternate D&D), we stumbled around. Cold Iron didn't quite cut it (the players never got into what I see as one of the strengths of the game - the strategic choices of magic items, and maximizing their effect in play). Burning Wheel crashed and burned. RuneQuest seemed a possibility, but ultimately died because the majority of the players were looking for gamism not simulationism. Dogs in the Vinyard seemed like the first real possibility of really reaching the young wife, but gamism seems to be rearing its head again (not to mention my first attempt at town creation seems to have been a disaster).

So I'm looking at a game session tomorrow, where we will theoretically finish the Dogs town and talk about what next, with absolutely no enthusiasm.

Frank

Tuesday, August 29, 2006

A bit of fun

Dude! You're 81% from Massachusetts!

Okay, either you come from the western half of the state or from the Boston area. Still, it's not bad, so I'll give you the thumbs up. Cool!

How Massachusetts are you?



The one's that kept me from 100% were a pronounciation one (quin-sea vs. quin-zee), and "wicked pissa" (never heard that one), and not being annoyed by "Pahk the cah in Hahvahd Yahd" (I actually don't hear that one very often). I do wonder if younger folks from Massachusetts would know the difference between a milkshake and a frappe, and with the advent of nationwide chains, you're a lot less likely to get a surprise if you order a shake in Massachusetts these days (for the uniniatied, in Massachusetts, a milkshake is literally milk shaken up, there's no icecream in it, a frappe is the thing with icecream).

The pronounciation ones point out how local accents are in Massachusetts. "Pahk the cah in Hahvahd Yahd" is a Boston accent. Out in the suburbs where I grew up, there is a totally different accent (in fact, I once was told I had a Concord accent - I think one of the characteristics of a Concord accent is the pronounciation of the town name as kon-KERD, very similar to how you would pronounce conquered, and definitely NOT kon-KORD).

Frank

Saturday, July 08, 2006

Ruminations on games designed to be played with LEGO bricks.

Thinking out loud:

In the spring of 1999, I was introduced to the potential of LEGO as an adult toy. We had a big meeting of everyone in our division at IBM, and the inspirational talk was given by Fred Martin of the MIT Media Lab. His presentation was about personal computing, ranging from the use of PCs they way we know them today, computers in appliances, and most interestingly, personal robotics. He talked about how LEGO's recently introduced Mindstorms LEGO Robotics Invention Kit was a huge success, in part because something like half the sets were purchased by adults for their own use. Having always been intrigued by robots, but never enough to shell out for any of the robot kits released over the previous 20 years or so, I wandered down to Toys R Us and came home with a Mindstorms set. Of course, being internet savvy, it didn't take me long to start searching the internet for what people were doing with their LEGO robots. Along the way, I saw a 6' long model of the Titanic, impressive castles, and amazingly, a miniatures wargame with role playing aspects using the pirate ships, designed by Steve Jackson (of Steve Jackson Games).

Within months, I purchased almost every pirate set I could lay my hands on in the Raleigh/Durham North Carolina area. In the spring of 2000, talk started about having a convention for LEGO fans up in DC. I immediately expressed interest, and suggested the Pirate Game would be a cool thing to play. So in June, and the first BrickFest, I rented an SUV (I didn't have a reliable vehicle for the trip) and drove up to DC with the back stuffed with pirate ships, stuff to build islands, and several pirate themed forts. Finally I would get my chance to check out this cool game. It was a lot of fun to run (and lots of fun for several of the players - though many had no RPG exposure, and chafed at the way the game was run). Over the next several years, I ran the game at BrickFest, and in 2002, I ventured to GenCon to run it as part of the newly formed GameLUG (Gaming LEGO Users Group) offerings.

By the end of 2003, I was becoming disillusioned with the game. A big issue was how subjective the interesting parts of the game were. The special islands which provided the most role playing opportunity are very subjective, which may be ok, but clashed with the essential wargame nature of the game. They also didn’t play well with the reward mechanics. And the reward mechanics were really screwed up, they rewarded players for not engaging. If you wandered around to small islands, digging for treasure and picking up stranded pirates, avoiding the special islands, and especially avoiding fighting the other players, the reward in treasure was huge. Especially when, with your huge, relatively un-blooded crew, you swept in after two other players had a fight, and captured one or both of their ships.

There are a number of other games out there, but not have appealed to me very much. BrickWars, while it still has some role playing potential, is very minimal, plus, it features destruction of the props which makes for intensive prep. BrickQuest is an interesting dungeon style game, but it has more in common with the board games with miniatures like Dragon Strike (and presumably some of those new nifty looking games that are coming out). Brick Battles is a simple war game, though I really haven’t looked into it much. Pirate Wars is another pirate game, but I’m not sure it would really have anything over Evil Stevie’s Pirate Game. Mechaton and BrickMech are pure wargames, and feature a genre of little interest to me.

One thing I’ve thought about recently is how Steve Jackson ran the game at BricksWest 2002. He split the players into two sides. This eliminates the problem of two players duking it out, weakening themselves, and falling prey to a third player. That is one of the fundamental problems with the Pirate Game, the reward for fighting another player does not offset the losses. In Risk, when you fight another player, you capture territory, which earns you cards to cash in for more troops (plus the territory is valuable in its own right).

This got me to thinking about how the mechanics of an RPG help support a creative agenda. In traditional D&D play, which supports a gamist agenda, there is an interesting instability of the game. The rules suggest combat is the primary way to deal with NPCs, but the game offers possibilities of bypassing opposition by climbing walls or finding secret doors. Another option is to try and talk an NPC out of fighting you. These options are highly subjective, and I think that subjectivity is what leaves room for the creativity that makes the RPG something more than a wargame. On the flip side, games like Dogs in the Vinyard normalize everything into one conflict resolution system. This dramatically reduces the impact of creativity on the mechanics of winning a conflict, however, that leaves room to assign meaning to the decisions made. The GM can probe the players decisions by creating different situations and seeing how the player reacts. The end is that the players address premise and create theme, for strong narativist play. Games like RuneQuest use realism, and mechanics that help define the social structure of the campaign world, to provide support for a simulationist agenda.

Now here’s another problem with the games that use LEGO bricks: These games make very little use of the construction toy aspect of LEGO toys. BrickWars makes some use in the destruction of props (since the destroyed props may be rebuilt easily, or recycled into parts for new props). Most of the games do allow exchanging of equipment and such, which traditional miniatures games don’t facilitate (though if you used action figures, you would have that same flexibility). And of course, the fact that you can click pieces together means you can hang your pirate crew from the ratlines and stand them on the spars and such. But overall, the games do not provide for creative building with the bricks outside of prep for the game.

I’ve thought long and hard about how to make creative building part of a construction toy game. Lately, I have been considered putting the word out that I’m interested in creating a construction toy RPG that features more creative building. My thought would be to get a bunch of interested folks to come over to my house. My thought would be that rather than starting off by focusing on game rules, we would start by focusing on the creative building. Participants would be encouraged to bring any LEGO creations they might have (whether they be their own design, or just a LEGO kit assembled per the instructions). I would make my huge collection available, and a big table to set up on. We might decide to build a town, or a countryside, or a pirate ocean, or a moonbase, or something entirely wacky. We might even decide to abandon the table for the larger area of the floor. Participants would be encouraged to go beyond just the models though, and start creating shared stories. As play progressed, we could watch for places we need formal mechanics. Perhaps after a few sessions, I would have some ideas to work with to create a game, or perhaps we’d jointly construct a playable game from that play.

References: My LEGO gaming page provides links to many of the games mentioned above.